Exactly. Hopefully we can bring SubDrag a whole new generation of joy and .isp questions! That's the only thing I dislike about it, not everyone can be arsed to patch a .rom. Ah, to be published...
Yes, the CS map pack was me. Thought it would be the last Goldeneye saw of me. Now I'm drawing map blueprints, I really am a slave to that game.
I believe there are tutorials on the forum, but since it's real easy, I guess I could do the steps:
1. Prepare .obj file, .mtl file and texture files, put them in the same folder. The textures must be 8-bit and not bigger than 32*64/32*32/64*32. Be sure that it works when viewing the model before moving on...
2. Prepare a texture.txt file. Simply create texture.txt in the same folder as your model, open it with notepad and write all the textures that are attached to the model. If you have one texture that is facetexture.bmp, just write that as a single line in the texture.txt file, "facetexture.bmp".
3. Prepare a background file. This background file will not include any more rooms than one. Simply paste the following files into a file called outputroom.txt and save it in the same folder as everything else:
00000000 00000000 00000000 null.bin null.bin null.bin
00000000 00000000 00000000 Roomvertices.bin Roomindices.bin null.bin
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
The first row is filled with null files. Who cares about those. The second row contains your exported room. It's not exported yet, but it will consist of those two files. Roomvertices and roomindices.
4. Open GEEdit, do File>New. Select whatever map you want to replace. Notice that it's a difference between single player and multi player maps. This has caused me much misery.
5. The Visual Editor. Convert>Convert .obj to GE Room (and add texture files). This will convert the model into a Goldeneye room. Now select the texture.txt file you created earlier. Then select an unaltered Goldeneye .rom, then save your new .rom that'll contain the new textures.
5. Now it should prompt you to select an .obj file. Choose the model you've created. Save the three following files in the same folder as everything else. These are the actual room.
6. Now you're back in the visual editor. Enable Edit Room Positions. Right click on some geometry. Choose Export Full Background File. The background file is what the editor uses to load the rooms/level. It's just a list that contains the names of your exported models. As I said before. Choose the outputrooms.txt, then save the following file.
7. Save project.
8. Close project.
9. Open project. It should work, now you just have to add clipping tiles, lighting, props, guards, weapons, action blocks, weapon and player spawns (if it's a multiplayer map) and some body armour. If you just want to test it as it is, put some clipping tiles on the floor, insert a single/multi player start location and inject it into the .rom you created earlier. Enjoy.